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<blockquote data-quote="Hussar" data-source="post: 2934503" data-attributes="member: 22779"><p>I think we can do without the hyperbole.</p><p></p><p>Sitting at the table, saying nothing for hours on end would seem very boring to me, if I were to engage in similar hyperbole.</p><p></p><p>I'm by no means saying that you have to talk all the time. That's not what I said at all. However, IMHO, in a role playing game, you DO have to talk. You should interact with both the other characters in the game and the NPC's. At least a little.</p><p></p><p>I disagree with mhacdebhandia. When a player announces his internal reasons to the other players, there is really only two choices. Either the other players entirely ignore the announcement (as they should since their characters have no way of actually knowing this information) or the players act upon it, in which case the PC's have suddenly been gifted with telepathy and this is pure metagaming.</p><p></p><p>Now, there are ways to do quieter characters. Body language can be used. Facial expression. That sort of thing. And that, done well, can be fine. However, I've seen the "strong silent" archetype used far too often to simply skip over any sort of role playing and contribute nothing to the game.</p><p></p><p>I know this does sound somewhat elitist. Wrongbadfun and all that. But, even so, there has to be an element of interaction on some level between the characters. There is no need for it to be done in character. I don't mean that. I have no problems with a player announcing that his character asks the barkeep for a beer and staying entirely in the third person. That's fine. The player is still interacting.</p><p></p><p>I'm the last person to push for immersive gaming. If a player wants to stay in third person and never utter a single line in character, that's completely fine with me. But, that player still must contribute something to the gaming table besides body warmth. A player who never interacts with anyone, who meets any contact with stony silence, is a problem, not a simple style choice.</p><p></p><p>/edit - a later thought</p><p></p><p></p><p></p><p>I can think of several reasons why players should restrict themselves to things their characters are aware of. OOC knowledge is a big one. Why bother having knowledge skills if I'm up on my monster-fu? Why not shake down the thief because I the player know that he just robbed that merchant? Maybe I read a spoiler on that module you're running - can I act on that?</p><p></p><p>I made the somewhat facetious example in the other thread of the Player saying that he'd like to punch the other player in the nose as part of his internal monologue. Should my character be able to react to that? At what point is the use of out of character knowledge acceptable?</p></blockquote><p></p>
[QUOTE="Hussar, post: 2934503, member: 22779"] I think we can do without the hyperbole. Sitting at the table, saying nothing for hours on end would seem very boring to me, if I were to engage in similar hyperbole. I'm by no means saying that you have to talk all the time. That's not what I said at all. However, IMHO, in a role playing game, you DO have to talk. You should interact with both the other characters in the game and the NPC's. At least a little. I disagree with mhacdebhandia. When a player announces his internal reasons to the other players, there is really only two choices. Either the other players entirely ignore the announcement (as they should since their characters have no way of actually knowing this information) or the players act upon it, in which case the PC's have suddenly been gifted with telepathy and this is pure metagaming. Now, there are ways to do quieter characters. Body language can be used. Facial expression. That sort of thing. And that, done well, can be fine. However, I've seen the "strong silent" archetype used far too often to simply skip over any sort of role playing and contribute nothing to the game. I know this does sound somewhat elitist. Wrongbadfun and all that. But, even so, there has to be an element of interaction on some level between the characters. There is no need for it to be done in character. I don't mean that. I have no problems with a player announcing that his character asks the barkeep for a beer and staying entirely in the third person. That's fine. The player is still interacting. I'm the last person to push for immersive gaming. If a player wants to stay in third person and never utter a single line in character, that's completely fine with me. But, that player still must contribute something to the gaming table besides body warmth. A player who never interacts with anyone, who meets any contact with stony silence, is a problem, not a simple style choice. /edit - a later thought I can think of several reasons why players should restrict themselves to things their characters are aware of. OOC knowledge is a big one. Why bother having knowledge skills if I'm up on my monster-fu? Why not shake down the thief because I the player know that he just robbed that merchant? Maybe I read a spoiler on that module you're running - can I act on that? I made the somewhat facetious example in the other thread of the Player saying that he'd like to punch the other player in the nose as part of his internal monologue. Should my character be able to react to that? At what point is the use of out of character knowledge acceptable? [/QUOTE]
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